Fish Shop
| Fish Shop | |
|---|---|
| Type | Location |
| Open Hours | 9am to 5pm |
| Closed | Non-rainy Saturdays (Building Open, no sales) |
| Residents | Willy |
The Fish Shop stands on the docks at the south end of The Beach, and it is Willy's home as well as his business. He sells every rod in the game, the bait and tackle to go with them, Crab Pots, fish tanks and the recipe for the Fish Smoker, and he buys back fish, roe, tackle and beach forage. Most of his stock is locked behind Fishing levels, so the shop grows alongside the farmer's skill rather than their wallet. The back room holds something bigger: an old boat that, once repaired, carries the farmer to Ginger Island. A Bobber Machine by the wall quietly tracks how many different fish have ever been landed.
Area
The shop is at the far south of the map, past the pier and the tide pools. Elliott's Cabin is a short walk east along the sand.
The counter and the stock take up the front. A Bobber Machine stands at the right-hand side of the room, and the back room is the boat dock, which starts out closed and becomes the route to the island. A ladder at the back of the shop produces a message suggesting Willy sleeps upstairs.
Opening hours are the morning through to the late afternoon. The door unlocks on Saturdays but the counter stays shut unless it is raining, which catches out a great many farmers. The shop is closed on festival days apart from the Desert Festival, the Trout Derby, SquidFest and the Night Market, and it also stays open through Spirit's Eve. Repairing the boat moves the opening time an hour earlier, and the Key To The Town removes the restriction entirely.
Shops
A handful of lines are there from the first visit: Trout Soup, Targeted Bait, the Bamboo Pole, the Training Rod, the small and large fish tanks, the Hanging Fish and the Fisher Double Bed.
Everything else arrives with Fishing levels, and it arrives the same day the level is reached rather than the next morning. Bait and the Fiberglass Rod come at level two, the Crab Pot at three, Deluxe Bait at four. Level six is the biggest step, opening the Iridium Rod along with the Sonar Bobber, the Spinner, the Trap Bobber and the Lead Bobber. Level seven adds the Treasure Hunter and the Cork Bobber, level eight the Barbed Hook and the Dressed Spinner, and level nine the Magnet.
Two items are earned rather than levelled. The Copper Pan goes on sale after the Fish Tank bundle is finished, and the Deluxe Fish Tank after the Tropical Fish quest. The Advanced Iridium Rod, which takes two bobbers at once, can be bought here only after the farmer has already been handed one at the Mastery Cave.
Targeted Bait works on a daily rotation. Willy stocks a limited run of one species' bait each day at double its sell price, and which species depends on the season, so a farmer chasing a particular fish has to check the counter rather than plan around it.
Selling to Willy covers fish, bait, tackle, roe, Squid Ink and beach forage other than Seaweed. Items sold to him in quantity have a habit of reappearing on his own shelves afterwards, with villagers commenting that they have seen them, which is a small and very Stardew joke.
Residents
Willy is the only occupant, and he is in the shop during trading hours and out fishing outside them. After closing he comes back to the building, usually around half past midnight, and stands at the counter again, which means a farmer returning from Ginger Island or holding the Key To The Town can shop in the dead of night.
Notes
The Bobber Machine is cosmetic and oddly compelling. New bobber styles unlock in a fixed order, one for every two new species landed, and each style also changes the colour of the fishing line. A randomised setting picks from everything unlocked on each cast. One extra style is hidden behind putting Lucky Purple Shorts into a rod's tackle slot.
The boat is the shop's real secret. From the start of summer in a first year, walking into the Fish Shop triggers a teaser in which Willy complains that business is slow and mentions an old friend in the back room who has seen better days. Finishing the Community Center bundles, or watching the Joja Warehouse cutscene, brings an invitation in the post to go and look. Behind the door is a dock and a wreck of a boat, and Willy has the know-how while the farmer supplies the materials.
Repairs are bought in three parts: two hundred Hardwood for the hull, five Iridium Bars for the anchor and five Battery Packs for the ticket stand. With all three delivered, an overnight cutscene has Willy and Robin rebuild the thing together, and from the next morning a ticket to Ginger Island can be bought in the back room. Willy pilots it, and he turns up whenever a ticket is bought rather than needing to be found first.
Fishing inside the boat room itself is worth a few casts, because the water there sometimes gives up a Lifesaver.
Trying the door on the very first day of a save gets a note reading that Willy has gone fishing and will be back tomorrow, so the second day of spring is the earliest the counter can be used.
All Shops
Every entry in this group, with its key details.
| Name | Image | Open Hours |
|---|---|---|
| Abandoned House | All Day | |
| Adventurer's Guild | 2:00pm to 2:00am | |
| Blacksmith | 9:00am to 4:00pm | |
| Bookseller | - | |
| Carpenter's Shop | 9:00am to 5:00pm | |
| Casino | 9:00am to 11:50pm | |
| Desert Trader | Always | |
| Fish Shop | 9am to 5pm | |
| Giant Stump | - | |
| Harvey's Clinic | 9:00am to 3:00pm | |
| Ice Cream Stand | 1pm to 5pm during Summer | |
| Island Trader | Always | |
| JojaMart | 9:00am to 11:00pm | |
| Marnie's Ranch | 9:00am to 4:00pm; (Building open 9am to 6pm) | |
| Oasis | 9:00am to 11:50pm | |
| Pierre's General Store | Shop: 9am to 5pm; Building: 9am to 9pm | |
| Qi's Walnut Room | Always | |
| The Stardrop Saloon | 12:00pm to 12:00am | |
| Traveling Cart | 6:00am to 8:00pm Friday and Sunday; 5:00pm to 2:00am during Night Market; 12:00pm to 2:00am during Desert Festival | |
| Volcano Dungeon | - | - |
| Wizard's Tower | 6:00am to 11:00pm |